Start with Silent Hill (1999) if you want Keiichiro Toyama’s foundational psychological-horror work. Start with Gravity Rush (2012) if you would rather see his leap into open-world action built around gravity manipulation. From there, the Siren games show his continued horror work, Gravity Rush 2 extends the gravity-action idea, and Slitterhead introduces his newer Bokeh Game Studio period. These are entry-point recommendations, not a ranking of quality; platform, edition and regional availability must be checked separately for each game.
The short answer: which Keiichiro Toyama game should you play first?
There is no single required order. Toyama’s major games are not one continuous story, so choose according to the experience you want rather than release chronology.
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- For psychological horror and the historical starting point: begin with Silent Hill (1999).
- For action adventure and a radically different tone: begin with Gravity Rush (2012).
- For another horror series: follow with Siren (2004), Siren 2 (2006) and Siren: Blood Curse (2008), checking access in your country.
- For more gravity-based action: play Gravity Rush 2 (2017) after the first game.
- For Toyama’s newest studio chapter: try Slitterhead, which Bokeh Game Studio says became available worldwide on November 8, 2024.
Bokeh’s official profile describes Toyama as the creator of Silent Hill, the Siren series and Gravity Rush. Its selected-works list gives the years above, but it is explicitly a selection rather than a complete credit roll.
Who is Keiichiro Toyama?
Toyama’s career moved through two major companies before his current independent-studio chapter. In a PlayStation Blog interview published March 14, 2012, he said he joined Konami as a graphic artist and later became the director of Silent Hill. He subsequently joined Sony and worked on Siren: Blood Curse.
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That path matters because the games are often described as if Toyama made only horror. Horror is the best-known part of his early reputation, but his later work deliberately changes direction. In the same interview, he explained that horror had been work assigned to him and that he wanted to make something closer to the ideas he had while studying art. One of those early ideas was an image of a girl floating in the air, which eventually helped point toward Gravity Rush.
“Before I joined Konami, I already had this idea, but it wasn’t too specific. I didn’t have any idea about manipulating gravity back then. But I had an idea of a girl floating in the air.”
Bokeh Game Studio identifies Toyama as its founder and creative director. In the studio’s profile, he describes his goal as building a place where “that spirit can thrive.” Slitterhead is the first title associated with this Bokeh period.
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| Game or series | Year listed by Bokeh | What it represents | Best starting point for |
|---|---|---|---|
| Silent Hill | 1999 | Toyama’s early horror direction and the work most directly connected to his “Silent Hill creator” reputation | Players seeking psychological horror and the beginning of his public game-directing profile |
| Siren | 2004 | His continued association with horror after Silent Hill | Players who want another horror series rather than a repeat of Silent Hill |
| Siren 2 | 2006 | The next main Siren entry on Bokeh’s selected-works list | Players continuing the Siren line |
| Siren: Blood Curse | 2008 | A later Siren entry; Toyama specifically said he worked on it after joining Sony | Players following his Sony-era horror work |
| Gravity Rush | 2012 | A move into gravity-based movement, action and an open-world setting | Players who prefer inventive action adventure to horror |
| Gravity Rush 2 | 2017 | The next main chapter in the gravity-action line | Players who have finished or enjoyed the first Gravity Rush |
| Slitterhead | 2024 availability | Toyama’s Bokeh Game Studio chapter and a newer horror-inflected action direction | Players curious about his current-era blend of horror and action |
The years in this table are release-year labels from Bokeh’s selected-works page, not sales, review or audience statistics.
Start with Silent Hill for Toyama’s horror foundation
Silent Hill is the clearest answer to the question “What did the creator of Silent Hill make?” It is Toyama’s earliest listed work in this guide and the game that establishes the horror side of his career. Choose it when you want to understand why his name is associated with psychological horror before exploring the more experimental directions that followed.
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Its importance is historical as well as stylistic. Toyama told PlayStation that he entered Konami as a graphic artist and became a director on Silent Hill. That progression helps explain why the game is a useful first stop: it is the point where his visual background and developing directorial role meet.
Who should begin here?
- Readers whose main interest is horror.
- Players tracing the earliest game in Toyama’s selected works.
- Anyone who wants the context for his later return to horror in the Siren games and Slitterhead.
Do not assume that starting with Silent Hill obliges you to play every later title in order. The games listed here are separate projects, not chapters in one uninterrupted narrative.
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Choose Gravity Rush to see Toyama change direction
Gravity Rush is the strongest alternative starting point. It keeps Toyama’s interest in striking visual ideas but changes the core experience from horror to action adventure. PlayStation’s 2012 interview describes gravity-based gameplay and an open-world setting, making this the right entry for readers who want movement and exploration rather than sustained horror.
The project’s development history is part of what makes it distinctive. Toyama said it began as a PlayStation 3 project. The team later switched to the PlayStation Vita after deciding that the handheld suited the game. In other words, Gravity Rush was not conceived from the beginning as a Vita-only idea; its platform and design evolved together.
Why the gravity mechanic matters
Toyama’s account links the mechanic to an earlier visual concept, not to a pre-existing technical specification. He remembered imagining “a girl floating in the air” before he had worked out the idea of manipulating gravity. The final game therefore represents a change in direction driven by an artistic image that became a playable system.
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Who should begin here?
- Players who do not want a horror-first introduction.
- Readers interested in how a director moved from horror to an action-focused open world.
- Anyone looking for the clearest demonstration of Toyama’s willingness to redesign a project around a new platform and mechanic.
Continue with the Siren games for a different horror path
The Siren line is not simply a replacement name for Silent Hill. Bokeh’s selected-works list places Siren in 2004, Siren 2 in 2006 and Siren: Blood Curse in 2008. Together they show Toyama’s continued association with horror after his Konami period.
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1Fix the driver behind crashes, sound loss and screen glitches2Repair Windows errors before they cause bigger problems3Scan for outdated or missing drivers - takes under a minuteThe available evidence supports treating the three titles as a series grouping, but it does not establish a universal modern play order for every region or edition. PlayStation’s interview specifically confirms that Toyama worked on Siren: Blood Curse after joining Sony. For the other entries, Bokeh’s official list is the source that places them in his selected works.
When to choose Siren
Choose the Siren games after Silent Hill if your interest is Toyama’s horror career rather than his genre shift. They are also a useful next step if you want to compare how his horror work continued across a different project and company context.
Availability warning
Do not assume that a title’s appearance on an official selected-works page means it is currently sold or playable in your country. Check the specific country, platform, edition and legal access route for each Siren game. Availability can differ substantially by region and can change over time.
Play Gravity Rush 2 after the first game
Gravity Rush 2, listed by Bokeh for 2017, is the natural continuation of the gravity-action line. It is the choice for readers who have already experienced Gravity Rush and want another main entry rather than a return to horror.
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The first game is the better introduction because it establishes the concept and the project’s unusual development story. Starting with the sequel may make sense only when you already know you want more of that style or when regional access makes the second game easier to obtain. Treat it as a follow-up, not as a required bridge between Toyama’s horror projects.
Try Slitterhead for the Bokeh era
Slitterhead marks a later chapter in Toyama’s career. Bokeh Game Studio identifies itself as Toyama’s studio and describes him as founder and creative director. The studio states that Slitterhead became available worldwide on November 8, 2024.
The game belongs at the end of a career tour because it represents a newer studio context and a blend of horror-inflected action rather than the pure starting categories of “early horror” or “gravity action.” It is a good choice for readers who want to see what Toyama was doing after the Konami and Sony portions of his career.
What the date does—and does not—tell you
November 8, 2024 is the worldwide availability date given by Bokeh. It does not guarantee that every edition, storefront or platform remains available in every territory today. Verify the local listing before buying, and distinguish the studio’s release date from any later regional promotion or platform change.
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Route A: follow the horror lineage
- Begin with Silent Hill (1999).
- Move to Siren (2004).
- Continue with Siren 2 (2006).
- Play Siren: Blood Curse (2008), the Siren entry Toyama explicitly discussed in connection with his Sony work.
- Finish with Slitterhead to see the later Bokeh-era return to horror-inflected action.
This route follows the selected-work years and keeps the focus on horror, but it is a suggested context-building path, not a story order.
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Route B: follow the genre change
- Start with Silent Hill to establish Toyama’s early horror direction.
- Switch to Gravity Rush to experience the move into gravity-based open-world action.
- Play Gravity Rush 2 as the direct continuation of that action line.
- Return to the Siren games and then try Slitterhead if you want to compare his different approaches to horror.
This route makes the contrast between horror and action the central subject.
Route C: skip horror at first
- Begin with Gravity Rush.
- Continue to Gravity Rush 2.
- Try Slitterhead if a newer horror-action blend appeals to you.
- Explore Silent Hill and the Siren titles later for the earlier side of Toyama’s career.
Nothing in Toyama’s career requires a horror-first playthrough. The best starting point is the game whose mood and mechanics match your reason for reading about him.
How Toyama’s work changes across genres
| Comparison | Earlier horror work | Gravity-action work | Bokeh-era work |
|---|---|---|---|
| Representative titles | Silent Hill, Siren, Siren 2, Siren: Blood Curse | Gravity Rush, Gravity Rush 2 | Slitterhead |
| Primary reason to choose it | To trace Toyama’s horror direction | To experience gravity-based movement and action adventure | To see his later studio chapter and horror-action blend |
| Career context | Konami beginnings followed by Sony-era work | A project that began on PS3 and moved to Vita | Bokeh Game Studio, founded and creatively led by Toyama |
The contrast is not a claim that one period replaces another. Toyama’s own comments describe a deliberate change in direction: horror was work he had been assigned, while Gravity Rush came closer to ideas he wanted to pursue as an art student. That distinction makes the gameography useful as a study in creative movement, not just a list of titles.
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The dates above identify when Bokeh lists each work or, for Slitterhead, the worldwide availability date supplied by the studio. They are not a current storefront audit. Before recommending a purchase or planning a playthrough, check four details:
- Country: a release or listing in one market may not apply to another.
- Platform: confirm the exact hardware or storefront edition rather than relying on the series name.
- Edition: remasters, ports and original releases can have different access conditions.
- Current status: storefront listings, online services and physical stock can change after the original release.
The 2012 interview confirms that Gravity Rush moved from a PS3 project to the PlayStation Vita, but it does not establish every later port or present-day sales channel. Likewise, Bokeh’s selected-works list establishes the games and years, not where each title can be obtained now.
What not to assume about the list
- It is not a complete credit roll. Bokeh calls its page a selected-works list, so other credits may exist outside this guide.
- It is not a quality ranking. The suggested starting points reflect genre and reader intent, not a judgment that one game is better than another.
- It is not one continuous storyline. You can move between the series without treating the list as a single narrative campaign.
- It is not a guarantee of current access. Verify regional platform and edition details before making a buying decision.
A practical decision checklist
Use this quick filter when choosing your first Toyama game:
Quick Recap
- If you want the game most directly tied to the “Silent Hill creator” question, choose Silent Hill.
- If you want action, exploration and gravity-based movement, choose Gravity Rush.
- If you want more horror after Silent Hill, investigate the three Siren entries individually for local availability.
- If you already played Gravity Rush, choose Gravity Rush 2 as the next main entry.
- If you want the newest studio chapter represented here, check the local release details for Slitterhead, whose worldwide availability date was November 8, 2024.
Product prices and availability are accurate as of the date/time indicated and are subject to change. Any price and availability information displayed on Amazon at the time of purchase will apply.

